<html>
<head>
<meta charset="utf-8"></meta>
<title>BSliderRestraint</title>
<link href="./style.css" rel="stylesheet" type="text/css"/>
	</head>
<body>
		<div class="class" name="BSliderRestraint">
<h1>BSliderRestraint</h1>
<p>继承自<a href="BRestraint.html">BRestraint</a></p>
			<p id="resume"><a href="#desc">详细</a></p><h2>public</h2>
<table id="public">
<tr><td align="right"/><td><a href="#BSliderRestraint()">BSliderRestraint</a>();</td></tr>
<tr><td align="right"/><td><a href="#BSliderRestraint(const BString&)">BSliderRestraint</a>(const BString&amp; name);</td></tr>
<tr><td align="right"/><td><a href="#BSliderRestraint(BBody*, BBody*)">BSliderRestraint</a>(BBody* bodyA, BBody* bodyB);</td></tr>
<tr><td align="right"/><td><a href="#BSliderRestraint(BBody*, const BVector&)">BSliderRestraint</a>(BBody* bodyA, const BVector&amp; pivotA);</td></tr>
<tr><td align="right"/><td><a href="#BSliderRestraint(BBody*, const BVector&, BBody*, const BVector&)">BSliderRestraint</a>(BBody* bodyA, const BVector&amp; pivotA, BBody* bodyB, const BVector&amp; pivotB);</td></tr>
<tr><td align="right"/><td><a href="#~BSliderRestraint()">~BSliderRestraint</a>();</td></tr>
<tr><td align="right">virtual void </td><td><a href="#copy(const BRestraint*)">copy</a>(const BRestraint* other);</td></tr>
<tr><td align="right">virtual BRestraint* </td><td><a href="#clone() const">clone</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setStripe(BLineStripe*)">setStripe</a>(BLineStripe* stripe);</td></tr>
<tr><td align="right">BLineStripe* </td><td><a href="#stripe() const">stripe</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setCurve(BSplineCurve*)">setCurve</a>(BSplineCurve* curve);</td></tr>
<tr><td align="right">BSplineCurve* </td><td><a href="#curve() const">curve</a>() const;</td></tr>
<tr><td align="right">bool </td><td><a href="#setAxisA(BReal, BReal, BReal)">setAxisA</a>(BReal ax, BReal ay, BReal az);</td></tr>
<tr><td align="right">virtual bool </td><td><a href="#setAxisA(const BVector&)">setAxisA</a>(const BVector&amp; axisA);</td></tr>
<tr><td align="right">const BVector&amp; </td><td><a href="#axisA() const">axisA</a>() const;</td></tr>
<tr><td align="right">bool </td><td><a href="#setAxisB(BReal, BReal, BReal)">setAxisB</a>(BReal ax, BReal ay, BReal az);</td></tr>
<tr><td align="right">virtual bool </td><td><a href="#setAxisB(const BVector&)">setAxisB</a>(const BVector&amp; axisB);</td></tr>
<tr><td align="right">const BVector&amp; </td><td><a href="#axisB() const">axisB</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setLinearLimit(BReal, BReal)">setLinearLimit</a>(BReal lower, BReal upper);</td></tr>
<tr><td align="right">void </td><td><a href="#setLinearLimit(const BRealRange&)">setLinearLimit</a>(const BRealRange&amp; linearLimit);</td></tr>
<tr><td align="right">const BRealRange&amp; </td><td><a href="#linearLimit() const">linearLimit</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setAngularLimit(BReal, BReal)">setAngularLimit</a>(BReal lower, BReal upper);</td></tr>
<tr><td align="right">void </td><td><a href="#setAngularLimit(const BRealRange&)">setAngularLimit</a>(const BRealRange&amp; angularLimit);</td></tr>
<tr><td align="right">const BRealRange&amp; </td><td><a href="#angularLimit() const">angularLimit</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setLinearMotorEnabled(bool)">setLinearMotorEnabled</a>(bool motorEnabled);</td></tr>
<tr><td align="right">bool </td><td><a href="#linearMotorEnabled() const">linearMotorEnabled</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setLinearMotorTarget(BReal)">setLinearMotorTarget</a>(BReal motorTarget);</td></tr>
<tr><td align="right">BReal </td><td><a href="#linearMotorTarget() const">linearMotorTarget</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setLinearMotorVelocity(BReal)">setLinearMotorVelocity</a>(BReal motorVelocity);</td></tr>
<tr><td align="right">BReal </td><td><a href="#linearMotorVelocity() const">linearMotorVelocity</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setLinearMotorMaxForce(BReal)">setLinearMotorMaxForce</a>(BReal motorMaxForce);</td></tr>
<tr><td align="right">BReal </td><td><a href="#linearMotorMaxForce() const">linearMotorMaxForce</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setAngularMotorEnabled(bool)">setAngularMotorEnabled</a>(bool motorEnabled);</td></tr>
<tr><td align="right">bool </td><td><a href="#angularMotorEnabled() const">angularMotorEnabled</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setAngularMotorTarget(BReal)">setAngularMotorTarget</a>(BReal motorTarget);</td></tr>
<tr><td align="right">BReal </td><td><a href="#angularMotorTarget() const">angularMotorTarget</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setAngularMotorVelocity(BReal)">setAngularMotorVelocity</a>(BReal motorVelocity);</td></tr>
<tr><td align="right">BReal </td><td><a href="#angularMotorVelocity() const">angularMotorVelocity</a>() const;</td></tr>
<tr><td align="right">void </td><td><a href="#setAngularMotorMaxForce(BReal)">setAngularMotorMaxForce</a>(BReal motorMaxForce);</td></tr>
<tr><td align="right">BReal </td><td><a href="#angularMotorMaxForce() const">angularMotorMaxForce</a>() const;</td></tr>
<tr><td align="right">BReal </td><td><a href="#linearPos() const">linearPos</a>() const;</td></tr>
<tr><td align="right">bool </td><td><a href="#linearMotorReached() const">linearMotorReached</a>() const;</td></tr>
<tr><td align="right">BReal </td><td><a href="#angularPos() const">angularPos</a>() const;</td></tr>
<tr><td align="right">const BVector&amp; </td><td><a href="#horAxis() const">horAxis</a>() const;</td></tr>
<tr><td align="right">const BVector&amp; </td><td><a href="#verAxis() const">verAxis</a>() const;</td></tr>
<tr><td align="right">const BVector&amp; </td><td><a href="#dirAxis() const">dirAxis</a>() const;</td></tr>
<tr><td align="right">const BVector&amp; </td><td><a href="#swingAxis() const">swingAxis</a>() const;</td></tr>
<tr><td align="right">bool </td><td><a href="#angularMotorReached() const">angularMotorReached</a>() const;</td></tr>
<tr><td align="right">using </td><td><a href="#BRestraint::query;()">BRestraint::query;</a></td></tr>
<tr><td align="right">virtual bool </td><td><a href="#query(const BString&, BValue&) const">query</a>(const BString&amp; text, BValue&amp; value) const;</td></tr>
<tr><td align="right">virtual int </td><td><a href="#solverSize()">solverSize</a>();</td></tr>
<tr><td align="right">virtual void </td><td><a href="#soverItems(BSolverItem*, BReal)">soverItems</a>(BSolverItem* solverItems, BReal stepTime);</td></tr>
			</table>
<div id="desc">
<h2>详细介绍：</h2>
			</div>
<h2 id="docs">成员文档：</h2>
<div id="BSliderRestraint()">
<h3>BSliderRestraint();</h3>
			</div>
<div id="BSliderRestraint(const BString&)">
<h3>BSliderRestraint(const BString&amp; name);</h3>
			</div>
<div id="BSliderRestraint(BBody*, BBody*)">
<h3>BSliderRestraint(BBody* bodyA, BBody* bodyB);</h3>
			</div>
<div id="BSliderRestraint(BBody*, const BVector&)">
<h3>BSliderRestraint(BBody* bodyA, const BVector&amp; pivotA);</h3>
			</div>
<div id="BSliderRestraint(BBody*, const BVector&, BBody*, const BVector&)">
<h3>BSliderRestraint(BBody* bodyA, const BVector&amp; pivotA, BBody* bodyB, const BVector&amp; pivotB);</h3>
			</div>
<div id="~BSliderRestraint()">
<h3>~BSliderRestraint();</h3>
			</div>
<div id="copy(const BRestraint*)">
<h3>virtual void copy(const BRestraint* other);</h3>
			</div>
<div id="clone() const">
<h3>virtual BRestraint* clone() const;</h3>
			</div>
<div id="setStripe(BLineStripe*)">
<h3>void setStripe(BLineStripe* stripe);</h3>
			</div>
<div id="stripe() const">
<h3>BLineStripe* stripe() const;</h3>
			</div>
<div id="setCurve(BSplineCurve*)">
<h3>void setCurve(BSplineCurve* curve);</h3>
			</div>
<div id="curve() const">
<h3>BSplineCurve* curve() const;</h3>
			</div>
<div id="setAxisA(BReal, BReal, BReal)">
<h3>bool setAxisA(BReal ax, BReal ay, BReal az);</h3>
			</div>
<div id="setAxisA(const BVector&)">
<h3>virtual bool setAxisA(const BVector&amp; axisA);</h3>
			</div>
<div id="axisA() const">
<h3>const BVector&amp; axisA() const;</h3>
			</div>
<div id="setAxisB(BReal, BReal, BReal)">
<h3>bool setAxisB(BReal ax, BReal ay, BReal az);</h3>
			</div>
<div id="setAxisB(const BVector&)">
<h3>virtual bool setAxisB(const BVector&amp; axisB);</h3>
			</div>
<div id="axisB() const">
<h3>const BVector&amp; axisB() const;</h3>
			</div>
<div id="setLinearLimit(BReal, BReal)">
<h3>void setLinearLimit(BReal lower, BReal upper);</h3>
			</div>
<div id="setLinearLimit(const BRealRange&)">
<h3>void setLinearLimit(const BRealRange&amp; linearLimit);</h3>
			</div>
<div id="linearLimit() const">
<h3>const BRealRange&amp; linearLimit() const;</h3>
			</div>
<div id="setAngularLimit(BReal, BReal)">
<h3>void setAngularLimit(BReal lower, BReal upper);</h3>
			</div>
<div id="setAngularLimit(const BRealRange&)">
<h3>void setAngularLimit(const BRealRange&amp; angularLimit);</h3>
			</div>
<div id="angularLimit() const">
<h3>const BRealRange&amp; angularLimit() const;</h3>
			</div>
<div id="setLinearMotorEnabled(bool)">
<h3>void setLinearMotorEnabled(bool motorEnabled);</h3>
			</div>
<div id="linearMotorEnabled() const">
<h3>bool linearMotorEnabled() const;</h3>
			</div>
<div id="setLinearMotorTarget(BReal)">
<h3>void setLinearMotorTarget(BReal motorTarget);</h3>
			</div>
<div id="linearMotorTarget() const">
<h3>BReal linearMotorTarget() const;</h3>
			</div>
<div id="setLinearMotorVelocity(BReal)">
<h3>void setLinearMotorVelocity(BReal motorVelocity);</h3>
			</div>
<div id="linearMotorVelocity() const">
<h3>BReal linearMotorVelocity() const;</h3>
			</div>
<div id="setLinearMotorMaxForce(BReal)">
<h3>void setLinearMotorMaxForce(BReal motorMaxForce);</h3>
			</div>
<div id="linearMotorMaxForce() const">
<h3>BReal linearMotorMaxForce() const;</h3>
			</div>
<div id="setAngularMotorEnabled(bool)">
<h3>void setAngularMotorEnabled(bool motorEnabled);</h3>
			</div>
<div id="angularMotorEnabled() const">
<h3>bool angularMotorEnabled() const;</h3>
			</div>
<div id="setAngularMotorTarget(BReal)">
<h3>void setAngularMotorTarget(BReal motorTarget);</h3>
			</div>
<div id="angularMotorTarget() const">
<h3>BReal angularMotorTarget() const;</h3>
			</div>
<div id="setAngularMotorVelocity(BReal)">
<h3>void setAngularMotorVelocity(BReal motorVelocity);</h3>
			</div>
<div id="angularMotorVelocity() const">
<h3>BReal angularMotorVelocity() const;</h3>
			</div>
<div id="setAngularMotorMaxForce(BReal)">
<h3>void setAngularMotorMaxForce(BReal motorMaxForce);</h3>
			</div>
<div id="angularMotorMaxForce() const">
<h3>BReal angularMotorMaxForce() const;</h3>
			</div>
<div id="linearPos() const">
<h3>BReal linearPos() const;</h3>
			</div>
<div id="linearMotorReached() const">
<h3>bool linearMotorReached() const;</h3>
			</div>
<div id="angularPos() const">
<h3>BReal angularPos() const;</h3>
			</div>
<div id="horAxis() const">
<h3>const BVector&amp; horAxis() const;</h3>
			</div>
<div id="verAxis() const">
<h3>const BVector&amp; verAxis() const;</h3>
			</div>
<div id="dirAxis() const">
<h3>const BVector&amp; dirAxis() const;</h3>
			</div>
<div id="swingAxis() const">
<h3>const BVector&amp; swingAxis() const;</h3>
			</div>
<div id="angularMotorReached() const">
<h3>bool angularMotorReached() const;</h3>
			</div>
<div id="BRestraint::query;()">
<h3>using BRestraint::query;</h3>
			</div>
<div id="query(const BString&, BValue&) const">
<h3>virtual bool query(const BString&amp; text, BValue&amp; value) const;</h3>
			</div>
<div id="solverSize()">
<h3>virtual int solverSize();</h3>
			</div>
<div id="soverItems(BSolverItem*, BReal)">
<h3>virtual void soverItems(BSolverItem* solverItems, BReal stepTime);</h3>
			</div>
		</div>
	</body>
</html>